ACM Transactions on Computer-Human Interaction

Papers
(The TQCC of ACM Transactions on Computer-Human Interaction is 13. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-01-01 to 2025-01-01.)
ArticleCitations
Around-the-Head Tactile System for Supporting Micro Navigation of People with Visual Impairments109
Introduction to the Special Issue on Human-Centred AI in Healthcare: Challenges Appearing in the Wild81
Challenges and Opportunities for Multi-Device Management in Classrooms75
Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-schematic Metaphors?56
PLIERS49
Generation Probabilities Are Not Enough: Uncertainty Highlighting in AI Code Completions48
Historically Informed HCI: Reflecting on Contemporary Technology through Anachronistic Fiction48
Machete46
Fast and Secure Authentication in Virtual Reality Using Coordinated 3D Manipulation and Pointing46
Patient Acceptance of Self-Monitoring on a Smartwatch in a Routine Digital Therapy: A Mixed-Methods Study44
“I Just Wanted to Triple Check… They were all Vaccinated”: Supporting Risk Negotiation in the Context of COVID-1943
A Design Framework for Ingestible Play43
Blueprints: Systematizing Behavior Change Designs—The Case of Social Comparison Theory39
Flexible Minimalist Self-Tracking to Support Individual Reflection37
“We’re Not That Gullible!” Revealing Dark Pattern Mental Models of 11-12-Year-Old Scottish Children37
Un/Making Data Imaginaries: The Data Epics35
Carefully Unmaking the “Marginalized User”: A Diffractive Analysis of a Gay Online Community35
The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human–Agent Interaction Task34
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)34
Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays31
Unpacking Non-Dualistic Design: The Soma Design Case31
Modeling User Characteristics Associated with Interdependent Privacy Perceptions on Social Media31
Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied Awareness30
Designing PairBuddy—A Conversational Agent for Pair Programming30
Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded Electronics28
Evaluating Engagement in Technology-Supported Social Interaction by People Living with Dementia in Residential Care27
Towards Individuated Reading Experiences: Different Fonts Increase Reading Speed for Different Individuals27
Managing Delays in Human-Robot Interaction26
Speculative Histories, Just Futures: From Counterfactual Artifacts to Counterfactual Actions26
An Exploration of Freehand Crossing Selection in Head-Mounted Augmented Reality25
From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle25
Examining Narrative Sonification: Using First-Person Retrospection Methods to Translate Radio Production to Interaction Design25
Designerly Tele-Experiences: A New Approach to Remote Yet Still Situated Co-Design24
“They Didn’t Buy Their Smart TV to Watch Me with the Kids”: Comparing Nannies’ and Parents’ Privacy Threat Models for Smart Home Devices24
“I Really Need Your Help with This Work...”: A System for Navigating the Tricky Terrain of Managing Up by Leveraging One’s Motivation to Get Things Done23
Introduction to the Special Issue on Digital Touch: Reshaping Interpersonal Communicative Capacity and Touch Practices22
C-PAK: Correcting and Completing Variable-Length Prefix-Based Abbreviated Keystrokes22
“We are Researchers, but we are also Humans”: Creating a Design Space for Managing Graduate Student Stress21
Feeling Stressed and Unproductive? A Field Evaluation of a Therapy-Inspired Digital Intervention for Knowledge Workers19
Addressing Interpersonal Harm in Online Gaming Communities: The Opportunities and Challenges for a Restorative Justice Approach19
“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers18
A Decade of International Migration Research in HCI: Overview, Challenges, Ethics, Impact, and Future Directions18
How Design Researchers Make Sense of Data Visualizations in Data-Driven Design: An Uncertainty-Aware Sensemaking Model18
What Did My AI Learn? How Data Scientists Make Sense of Model Behavior18
FormA11y - A tool for remediating PDF forms for accessibility18
Concurrent or Retrospective Thinking Aloud in Usability Tests: A Meta-Analytic Review17
Unmaking Electronic Waste17
An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI17
RadarHand: A Wrist-Worn Radar for On-Skin Touch-Based Proprioceptive Gestures17
Collaborating with Bots and Automation on OpenStreetMap17
Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs17
Metaphors in Voice User Interfaces: A Slippery Fish16
Managing Tasks across the Work–Life Boundary: Opportunities, Challenges, and Directions16
It’s Complicated: The Relationship between User Trust, Model Accuracy and Explanations in AI16
Cracks in the Success Narrative: Rethinking Failure in Design Research through a Retrospective Trioethnography16
Crafting Trajectories of Smart Phone Use at the Opera16
Unmaking & HCI: Techniques, Technologies, Materials, and Philosophies Beyond Making15
“It Must Include Rules”15
Linking Audience Physiology to Choreography15
Cognition in Social Engineering Empirical Research: A Systematic Literature Review15
The Realities of Evaluating Educational Technology in School Settings15
Household Wattch: Exploring Opportunities for Surveillance and Consent through Families’ Household Energy Use Data15
Building Instructions You Can Feel: Edge-Changing Haptic Devices for Digitally Guided Construction15
GAVIN15
#ActuallyAutistic Twitter as a Site for Epistemic Resistance and Crip Futurity14
Hypothesis Formalization: Empirical Findings, Software Limitations, and Design Implications14
Paper Plain : Making Medical Research Papers Approachable to Healthcare Consumers with Natural Language Processing14
Unmake to Remake: Materiality-Driven Rapid Prototyping14
Whose Touch is This? : Understanding the Agency Trade-Off Between User-Driven Touch vs. Computer-Driven Touch14
Privacy and Safety on Social Networking Sites: Autistic and Non-Autistic Teenagers’ Attitudes and Behaviors14
Integrated Exertion—Understanding the Design of Human–Computer Integration in an Exertion Context14
QuintEssence:A Probe Study to Explore the Power of Smell on Emotions, Memories, and Body Image in Daily Life14
(Re)Connecting History to the Theory and Praxis of HCI14
Two Years or More of Co-speculation: Polylogues of Philosophers, Designers, and a Tilting Bowl13
An Investigation of Multimodal Kinematic Template Matching for Ray Pointing Prediction for Target Selection in VR13
Designing Deep Reinforcement Learning for Human Parameter Exploration13
Conversational Breakdown in a Customer Service Chatbot: Impact of Task Order and Criticality on User Trust and Emotion13
Measurements, Algorithms, and Presentations of Reality: Framing Interactions with AI-Enabled Decision Support13
Filtering and Informing the Design Space13
Using Feedforward to Reveal Interaction Possibilities in Virtual Reality13
Predictable Robots for Autistic Children—Variance in Robot Behaviour, Idiosyncrasies in Autistic Children’s Characteristics, and Child–Robot Engagement13
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